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May 24, 2019
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Game Design Deep Dive: Re-imagining the double-jump in The Messenger  
by Thierry Boulanger [05.23.19]
Thierry Boulanger at Quebec-based studio Sabotage goes in-depth on the design of the "Cloudstep" -- the core gameplay mechanic of standout platformer, The Messenger.
Design, Indie

Dead Cells has surpassed 2 million copies sold  
by Alissa McAloon [05.23.19]
Motion Twin's Dead Cells has officially sold over 2 million copies, an achievement that comes under a year since the game left early access and ahead of its planned launches on iOS and Android.
Console/PC, Indie

Making the player the AI in outer space thriller Observation  
by Diego Arguello [05.22.19]
With a not-so-subtle nod to the sci-fi masterpiece 2001: A Space Odyssey, NoCode this week embarked on its latest adventure with the launch of the brilliant horror game, Observation. We speak with creative director Jon McKellan.
Design, Indie, Video

Video: Cultivating and caring for great AI behavior trees  
by Staff [05.23.19]
In this 2017 GDC talk, Bobby Anguelov, Mika Vehkala, and Ben Weber outline core principles to get the most out of your behavior trees while avoiding common issues!
Design, Programming, Console/PC, Indie, Video, Vault

Don't Miss: The blessing and the curse of early buzz for Rime 5
by Staff [05.23.19]
"People compared it to Wind Waker and ICO. This is a small indie title made by 18 people. When you're compared to blockbuster masterpieces, you consider what you did wrong in terms of expectations.
Design, Console/PC, Indie

Video: The care and feeding of live narrative game Fallen London  
by Staff [05.22.19]
In this 2019 GDC session, Failbetter Games' Olivia Wood looks at the difficulties of maintaining a live narrative game like Fallen London and how Failbetter has adapted to surmount them.
Design, Production, Indie, Social/Online, Video, Vault

Video: Slime Rancher dev's guide to making games that stand out and survive 1
by Staff [05.21.19]
In this 2019 GDC talk, Monomi Park (Slime Rancher) founder Nick Popovich explains how you can make your game stand out and survive amongst the thousands of games released every year.
Business/Marketing, Design, Production, Indie, Video, Vault

Video: Designing Path of Exile to be played forever  
by Staff [05.20.19]
In this GDC 2019 talk, Grinding Gears' Chris Wilson explains how Path of Exile is designed to retain and grow its community for the very long term.
Design, Production, Indie, Social/Online, Video, Vault



Design trajectories in Let's Play: Ancient Greek Punishment: Chess Edition  
by Pippin Barr [05.24.19]
Pippin Barr examines the design and development process of his game Let's Play: Ancient Greek Punishment: Chess Edition, making use of his extensive documentation for the project.
Design Programming Indie

Titan's Environment in 'Afterlight'. A technical Approach  
by Vic Franco [05.22.19]
"Afterlight" has a strong narrative aspect that its achieved by a carefully balanced mix of actual Titan's documentation and its creative interpretation. Here it is a technical breakdown about its lighting and environment
Programming Art Console/PC Indie

Why crunch will break the best and brightest in the industry.  
by Mark Lloyd [05.22.19]
The core problem with enforcing crunch is the effect, damage, and loss of capability in the people and teams. Creativity is at the heart of development, and it comes from the people. Smash the team, and you damage everything.
Audio Smartphone/Tablet Social/Online Indie Serious Console/PC Art Production Programming Design Business/Marketing VR

The Double-Edged Sword of Live Service Games 3
by Josh Bycer [05.22.19]
Live Service has become a goal for developers to continue to support their titles, but it presents some interesting challenges when it comes to the constant development of a game.
Design Production Console/PC Indie

Case study: How developer Gismart achieved success in China, USA and Europe with the 25M downloaded Beat Maker Go mobile game  
by Lana Meisak [05.21.19]
Lana Meisak, VP of Business Development and Marketing, discusses how this relatively unknown developer and publisher has transformed from humble indie origins into a formidable global mobile publisher and developer in just a couple of years.
Audio Business/Marketing Production Indie Smartphone/Tablet


Insomniac Games — Burbank, California, United States
[05.24.19]
Audio Designer
Insomniac Games - Audio Designer

Brace Yourself Games — Vancouver, British Columbia, Canada
[05.23.19]
VFX ARTIST


Cold War Game Studios, Inc. — Remote, California, United States
[05.21.19]
Level / Encounter Designer


Insomniac Games — Burbank, California, United States
[05.21.19]
User Experience Researcher
User Experience Researcher responsible for assisting in designing and conducting user experience research studies.

Flight School — Montreal, Quebec, Canada
[05.20.19]
Game Programmer


Stardock Systems, Inc — Plymouth, Michigan, United States
[05.10.19]
Senior Software Developer


Victoria University of Wellington — Wellington, New Zealand
[05.07.19]
Lecturer/ Senior Lecturer in Media Design (Game Design)


STUDIOS ILLOGIKA INC — Montréal, Quebec, Canada
[04.29.19]
Technical Director